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Messages - Khift

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226
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: September 03, 2010, 08:01:43 pm »
I'll try embarking on a low-lying area, although my current fort was pretty low as it was. The elevation map had the forest biome listed as a 1 in elevation and the mountain biome between 3 and 5 -- barely a mountain, closer to a hill. And as for a 3x3 embark, well, I'm already in that and I still hit 30 FPS by the time I have 100 dwarves despite having a completely modern PC (Intel i7 processor).

There has to be some way to lower the amount of z-levels of rock. The save that inspired this search had a mere 60 levels of mineable rock compared to my current of almost 200 and it played smooth as butter 100 FPS with 80 dwarves on my computer. It was the same size embark (3x3) with all five cavern levels plus a volcano on the surface, too. The only difference I could note was that this save used a different tile set and had significantly fewer z-levels of rock.

Hmm...  I've never used a tileset, so I'm not sure if that would change anything, but it might?

Are there any major differences in fort design?  Bottlenecks in high-traffic areas can grind things down.  Pathing in general eats resources; speaking of, were you dealing with the same animal populations?  Loose animals do bad, bad things to FPS.
Major differences in fort design? Well, there was one -- I plan the entire fort out and then carve it out piece by piece, so by the time I had 80 dwarves I'd already carved out about 80% of the total fortress. The fort in this save was smaller, more compact. In terms of bottlenecks, he had a lot of one tile up/down stairs running through the center of his fort, four of them in the corners of a 4x4 area to be specific, while my fort was designed to have a huge central pit with ramps all over it and workshops radiating out from the center; travel time from any one part of the fort to another was crazy low because to get from any one place to the other you just walked up and down the pit. That's kind of an odd design, I know, and it was admittedly a bit experimental and could have caused the lag, but I've experienced this same kind of speed on all previous forts of mine as well (including the massive amount of z-levels). As for animals, I definitely had more of them, but except for the dogs and cats they were all chained or caged. His fort had some loose cats (living in the jungle they're the lesser of two evils, the other evil being vermin, vermin everywhere) but no loose dogs, and all of his livestock animals were either chained or caged as well.

I'm trying out Phoebus' tileset instead of Mayday's for this fort and unless I choose the embark point next to that terrifying ocean I'll be in a very low-lying area. Speaking of which, which embark point would you guys go for?

Embark #1 - Untamed Wilds with minerals
Located on a brook ten tiles south of a goblin fortress, one tile west of a volcano, at a spot where a region with a sedimentary layer runs into the volcanic region with igneous extrusive layers.
Pros:
- Unique spread of minerals; all four layers are well represented.
- Low elevation, hopefully means low amount of z-levels.
- Right next to a volcano so a higher chance of a magma pipe.
- Untamed wilds forest and mountain biome for excellent variety of tamable creatures.
- Sand and no aquifer, heavily forested and thick vegetation.
- Relatively close to a goblin fortress.

Cons:
- No granite, so no bronze.
- Cliffs map says the area is pretty much flat.
- Feels kinda boring, kinda uninspiring.
- Only flux is a single layer of marble on the bottom of the forest biome; likely to share a room with a cavern, so there won't be much to go around.

Embark #2 - Terrifying Ocean
An untamed wilds temperate shrubland with high cliffs overlooking a terrifying ocean. No aquifer on land, but the ocean biomes have aquifers (not surprising). Lots of sand, limestone layer on land, and both ocean biomes have sedimentary layers with aquifers.
Pros:
- Its terrifying, and its an ocean. I've done neither before, and new things rock.
- Untamed wilds for good tamable creatures.
- Tons of sand.
- A medium spread of minerals; lots of different layers, but most of them are igneous intrusive or metamorphic and are mostly useless.
- Sheer cliffs looking out into the sea makes for a cool concept.
Cons:
- No fresh water, will have to desalinate and that'll be a pain.
- No source of copper except tetrahedrite.
- Nearest goblin fort is a long, long ways away. The terrifying might make up for that, but if it doesn't it could be a boring game.
- Elevation is relatively high, the opposite of what I'm trying to test here.

Embark #3 - Advanced Guard fortress
Situated in the south straddling a brook, a tropical freshwater marsh and a mountain biome (all wilderness, unfortunately) on low elevation but massive local cliffs and, oh yeah, exactly one tile away from a goblin fortress.
Pros:
- Adjacent to a goblin fortress. Their arrows will blot out the sun. Definitely a military challenge.
- Both biomes have sedimentary layers. Lots of granite and marble as well. Great mix of minerals, although no igneous extrusive layers.
- Low elevation, but soaring cliffs. Don't ask me how that worked out.
- Never played in a marsh before.
- No aquifer.

Cons:
- No sand.
- Not untamed wilds, so I don't expect much from the wildlife.
- Wood will be a little sparse.

Edit: A fourth spot appears!

Embark #4 - Lake Placid. Temperate untamed wilds freshwater swamp bordering a terrifying cold freshwater lake.
Pros:
- Never played on a swamp nor a lake before, would be interesting.
- No aquifer, but plenty of water.
- Untamed wilds for interesting creatures (although wiki says swamps with it just means slugs and snailmen, which would be bleh).
- Terrifying lake, so woo undead fish!
- Chert for a sedimentary layer, marble for flux.
- Five tiles away from a goblin fortress, so the sieges should be intense.
Cons:
- No granite for bronze.
- No sand, so no glass industry.
- Not a big fan of cold climates, but at least it's not freezing.

227
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: September 03, 2010, 03:50:24 pm »
I'll try embarking on a low-lying area, although my current fort was pretty low as it was. The elevation map had the forest biome listed as a 1 in elevation and the mountain biome between 3 and 5 -- barely a mountain, closer to a hill. And as for a 3x3 embark, well, I'm already in that and I still hit 30 FPS by the time I have 100 dwarves despite having a completely modern PC (Intel i7 processor).

There has to be some way to lower the amount of z-levels of rock. The save that inspired this search had a mere 60 levels of mineable rock compared to my current of almost 200 and it played smooth as butter 100 FPS with 80 dwarves on my computer. It was the same size embark (3x3) with all five cavern levels plus a volcano on the surface, too. The only difference I could note was that this save used a different tile set and had significantly fewer z-levels of rock.

228
DF Dwarf Mode Discussion / Re: Making Marksdwarveshold more bolts at once
« on: September 03, 2010, 03:42:33 pm »
If you manage this I would love to hear how. It would go a long way towards making marksdwarves more usable, not just with regards to reloading in combat but just for training in general. With the bug that makes getting new stacks take for absolute ever still in the game it would be good to simply make them need to get new stacks less frequently.

229
Here's an idea with regards to pets and children... Set up a one way door to keep them out. Make a pressure plate followed by a channeled tile with a floor hatch on it. Set the pressure plate to 1,000 minimum weight and ~40,000 maximum weight and make sure to enable "citizens trigger". According to the wiki, dwarven children weight roughly 15,000, cats weigh 2,000, dogs weigh 30,000 and adult dwarves weigh roughly 60,000. Therefore, adult dwarves will pass over just fine, but dogs, cats and children will trigger the hatch to raise, preventing them from entering the room. This *should* render the room completely inaccessible by children and pets, keeping them from being impaled by the spikes.

A couple things to note: You'll probably want several of these, each on it's own entrance. Maybe as many as 10. Otherwise you could end up with children and pets permanently keeping the only entrance to the barracks open, and that would be bad. You'll also want to make sure that the hole under the floor hatch has a path back into the fortress; if a child steps on the pressure plate while an adult dwarf is on the floor hatch, the hatch will open and the dwarf will fall down the hole. If there's no way out, he'll be trapped.

Alternatively you could go the other way around and instead of locking child dwarves out of the barracks you could use this same method to lock children (and pets) into a daycare center. Given that children will follow their parents anywhere completely regardless of their burrow assignments this is likely the only way to ensure the children actually stay safe. Again, make sure to have multiple redundant entrances and put a nice food and booze stockpile in there so the children don't starve. (Or don't. But this would be a horribly inefficient way of getting rid of children.) Additionally consider putting a craftsdwarf workshop in there in the event that a child goes into a strange mood. (Or don't, if you don't mind him going insane.) This method would have the additional bonus of largely eliminating the risk posed by snatchers as well. (As if we cared about that....)

It's all theory, I haven't tried this yet, but it's worth thinking about. IMO it'd be easier than making sure you never draft cat ladies or married women, and a hell of a lot easier than dealing with the berserk axedwarf wielding a clownite battleaxe if you forget to check.

230
Deadly dust beasts are immune to many of the side effects of their dust, but not to the sheer physical force of it. Have it use it's dust while in an enclosed area and with a little luck it'll bash it's brains open against a wall. It's the only solution, I'm afraid.

231
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: September 03, 2010, 02:04:14 pm »
So how would one go about generating a world with fewer z-levels of rock? All of the worlds I've played in have had the standard world gen settings and have all had close to 200 layers of mineable rock -- and they've all become so slow as to be nearly unplayable at higher population levels despite the fact that my computer should be able to curbstomp this game and I suspect the rock is the culprit. Looking at worldgen.txt, I see this:

[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]

That looks like the right settings to tweak... but those numbers are really, really small. Am I supposed to use decimals here? That doesn't feel right at all; nothing else in the document uses decimals.

In short, I want to try and generate a world with somewhere between 50 and 100 mineable layers of rock, not the ~200 layers I keep getting.

232
DF Gameplay Questions / Re: Does Xbow material matter?
« on: September 03, 2010, 12:25:25 pm »
Bolt velocity is capped, so weight is important. From my tests, silver bolts perform best against naked flesh, copper or bronze bolts share the first place against goblin-level armour. Steel and adamantine are never good, they're too light.

Weapon material: crossbows wielded in melee are blunt weapons, so density is good. However, dead weight is a disadvantage. If you regard your crossbowmen as hammerdwarves who can shoot, use copper/bronze/silver. If you're confident they'll never get into melee, use featherwood.
Hmm, I wonder if this applies to ballista arrows too. I found wooden arrows to be utter crap, so in my current game I've made steel arrows, but suddenly I wonder if that wasn't all wasted steel.

233
DF Gameplay Questions / Re: Speed of moving up stairs
« on: September 02, 2010, 09:44:31 pm »
For the first question, I'm not positive but I believe it takes the same time to move up a square as it does down. Just make sure to have multiple staircases; you wouldn't have only one tile going into your main entrance above, you wouldn't want it here either.

For the second question, there's not exactly that but you can set (h)otkeys that zoom straight to a predetermined place. One hotkey for the surface and one hotkey for the fort would do nicely.

234
DF Gameplay Questions / Re: What makes a good War [Large Creature]?
« on: September 02, 2010, 08:36:11 pm »
Tame War-WALRUSES? :o
 
What else can be tamed?

So, I've modded my RAWs to allow for the taming and training of Walruses.
But even if you don't alter the RAWs you can train war dragons and war giant eagles. Both of which are quite frightening.

Anything, if you modify the RAWs

235
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 02, 2010, 08:16:12 pm »
Building destroyers: Do they destroy, or merely disassemble?

236
DF Gameplay Questions / Re: Some problems,
« on: September 02, 2010, 02:59:40 pm »
Alternatively, if you didn't use Runesmith, go through your (u)nits screen with a fine tooth comb. Often times you'll have a goblin or two loitering around refusing to attack or rout -- they literally just stand still. You'll have to kill those manually because they won't run into your traps. Apply hammers.

237
DF Gameplay Questions / Re: Farming is so SLOW! What am I doing wrong?
« on: September 02, 2010, 02:57:30 pm »
Alrighty, so I just went through every single one of those settings and none of them had any effect on FPS. I'm quite certain these are graphical only and don't speak to computing of the fortress itself, which is the real issue.

238
DF Dwarf Mode Discussion / Re: DF Mythbusters 2010
« on: September 02, 2010, 01:52:44 pm »
Sorry for the double post, but I have fairly definitive proof FBs can't destroy grates above them. I have a FB swimming about underneath some grates in my fort. The grate is being used as my water source (or it was before the FB kept scaring everyone), so there is obvious activity to lure the FB in. They are 1z level above the water, and before they were in place, a different FB got in through that very same spot.

The grates remain undamaged.
I would like to add that not just this, but with trolls at least they can't even open an unlocked floor hatch. My guess is the troll is trying to destroy it, but can't. Either that or trolls can't open doors, they can only destroy them, which would explain this behavior.

239
DF General Discussion / Re: 0.31.12, reasonably bug free?
« on: September 02, 2010, 01:38:09 pm »
Make no mistake, this game is still riddled with bugs. However, the worst of the worst have been mostly weeded out, and the ones that remain can either be worked around or simply ignored. It's not pleasant by any means, but if you're persistent and resourceful you can find a workaround for most every bug you'll encounter, even if that workaround just hides the bug.

Some of the big issues:
- Military still has some large bugs. Kill orders don't function well at all, and the (s)quads screen in general is very clunky, unresponsive, and generally lacks functionality. Use it like a bludgeon and it works well enough, but if you need fine control don't expect it to perform.  Equipment works well enough now for melee dwarves, although it is slow and may take a dwarf multiple activations to finally get his uniform right. With regards to training, in a 10 dwarf squad dwarves will progress so slowly it may be a bug, but in a 3 dwarf squad it actually moves along at a brisk pace -- most likely that is just a tuning issue. Militarily, though, marksdwarves have the lion's share of the remaining bugs. There are numerous bugs with regards to marksdwarves that still need to be hammered out. Most of these can be worked around, but just be warned that getting them to function in .31.12 is not for the faint of heart.

- Healthcare works well enough. Apply cast is broken almost completely; on rare occasions a dwarf will successfully apply a cast, but the vast majority of the time a bug involving drawing water from the well for his cast will stop him dead in his tracks. Workaround is to never supply gypsum plaster and instead make them use splints; these accomplish the same thing and work just fine. Surgery occasionally bugs out still, but this is rare. The one time I encountered it I locked the surgeon in the room with the patient and he finally completed surgery after almost 5 years of him starting it and then cancelling in the middle of it. One huge bug that remains, however, are crutches -- they're never used, so if a dwarf loses the ability to stand he never will again. The only workaround to that is magma. Infections also appear to be buggy, although what the bug is is unclear. It could just be that a fixed infection never takes it's tag away, leading to lots of left over infection tags on dwarves that go in and out of the hospital. Or maybe infection never kills dwarves. I don't know. Something is up for it, for sure.

- Cleaning is completely and utterly busted. The only cleaning job that functions at all any longer is the cleaning of smoothed or engraved floors. No other form of cleaning ever occurs. If a dwarf gets blood on his clothes or armor, it stays there until he wades into water and it washes off. Then another bug occurs that, when the water pushes the contaminant, it starts multiplying like mad. Next thing you know a single spatter of blood on a single dwarf has covered the walls and surface of an entire body of water. Even worse, if it's a well the blood will actually come up the well and out into the fort. It is quite disturbing, to say the least. Either way, the biggest issue with cleaning is that it's actually a large FPS drain. Keeping track of dozens of pages of contaminants per dwarf takes up a significant amount of memory and processing. The only solution I have found is nonstop use of dfcleanmap.exe, which comes from the DFHack library of tools, alongside a bath house that is permanently submerged in 3/7 to 4/7 water and designated as a meeting hall or statuary. This works fairly well in my experience. And when I say constant, I mean constant; the moment I see blood I use it lest the blood begin to multiply and contaminate more dwarves' clothing.

- Ownership is completely busted at the moment. Clothes that a dwarf arrives with are owned by the dwarf and no other dwarf may touch or move them, but once they become threadbare the dwarf will discard them on the floor -- yet the discarded raiments are still considered 'owned', so they cannot be moved. For the most part this is harmless although annoying, but occasionally one drops his threadbare clothes on a tile with a door in it that needs to be forbidden during sieges, acting as the proverbial 'monarch butterfly corpse', so to speak. The only workaround for that in particular is to notice it ahead of time, deconstruct the door, then reconstruct it in the same spot -- this will cause the hauler dwarf to move the clothes one tile away so they no longer prop the door open. As for working around the massive litter of clothes you end up with, well, your choices are to ignore it, use (d)-(b)-(h) to hide the clothes (they're still there, just you can't see them), or to apply magma. Another related issue with ownership involves dwarves claiming food and then not eating it. The claimed but uneaten food will then be placed somewhere, often in the dwarves' rooms but for some reason they love to put them on armor stands as well, and then the dwarf forgets about them. The food cannot be moved because it is owned, the owning dwarf won't eat the food, and eventually it rots away, producing miasma if outside. It is annoying, to say the least.

- Nobles are also very buggy at the moment. The appointment of a baron and his subsequent promotion to count and duke are very difficult, although possible, to achieve -- a workaround is possible, but you have to know what it is. Additionally many of the noble positions simply do not appear any more; of key note is the dungeon master, who is completely MIA. Inheritance of hereditary positions (Baron/Count/Duke and Monarch) is either uncertain or outright broken. Addtionally, if you do actually become the mountainhome and get the monarch to arrive, diplomats and liasons simply disappear; no more trade agreements can be made and no more meetings ever occur. You can't even tell the elves off when they ask you to stop cutting down trees, because they never ask. Collectively these issues add up to make the nobles system very unreliable and ultimately broken. It isn't a core, necessary feature of the game so it can be ignored, but it's still annoying. Also, for the DM, the workaround is to replace all [PET_EXOTIC] tags with just [PET]. Here is a mod that does just that, although you have to gen a new world for it to work: http://www.bay12forums.com/smf/index.php?topic=59411.0

- Beds. Dwarves will sleep anywhere. Even in the hospital. This leads to nonstop "slept without a proper room recently" thoughts. Tables work similarly, although less severe. Any table in the fort could be used, including the operating tables in the hospital. In my fort this lead to so many "complained about a lack of chairs" thoughts that I just said screw it and put chairs next to all of the operating tables. If they want to eat there, I say let them. I hope they get an infection and die. Or not, because infections (probably) don't work anyway.



There are many, many more bugs than this. These are just the major ones. No one bug renders the game unplayable, thankfully, but there are more bugs in this game than there are in my city. It's just a matter of how severe, and whether or not you can deal with them.

240
Aside from that, I'm fairly sure that any water tile that is on the map border is "infinite" anyway, wherever it's found, lake or underground or wherever.
This isn't entirely true with regards to brooks, at least. Brooks definitely have a direction of flow and if you divert the first half of the brook the rest will eventually dry out. Streams and rivers probably have the same setup. Likely doesn't help with regards to lakes, though.

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